I've tried to think up some ways to increase the significance of critical injuries, as well as, raise the attractiveness of actually having a good Doctor in the group. Not just someone with a high Intellect or Medicine skill, but a Doctor. Bacta Specialist is a good segue for that I think. The book contradicts itself on healing Criticals per week as I recall, but I like only one check a week.
Some of the ideas I had, some of which are harsher than others I realize, but again, it's about both encouraging the inclusion of a Doctor and rewarding xp expenditure on the Skills and Talents.
-Only easy Difficulty Criticals can have an attempt made to heal them in the field. All others require appropriate facilities for treatment, med bay, hospital, etc.
-Each Critical injury upgrades the Difficulty of all Medicine checks.
-Critical injuries must be healed in a descending order of severity, so if you have a Hard Critical injury and an Easy, you can't even try to heal the Easy in the field since you can't treat the Hard.
-Bacta Specialist - For every rank of Bacta Specialist one additional Critical Heal check can made per week, as well as, each rank Downgrades the Difficulty of Heal checks.
Just ideas I have been thinking about.
Upon further reading I discovered Bacta Tanks worked better than I thought, so Bacta Specialist isn't useless. I am going to go with some of the other ideas though.
Upgrading all Medicine checks Difficulty per Critical.
Healing in Descending order of severity successfully requirement.
Some have expressed concerns over the 'Bleeding Out' Critical, so I thought about modifying my Critical heal check rule using Bacta Specialist so that by default only Easy Criticals can be healed in the field, and then with every rank of Bacta Specialist a Doctor can increase the level of Critical they can treat in the field.
I'm also going to allow an additional Critical heal attempt per rank of Bacta Specialist in a given time period.
Edited by 2P51